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The Age of the Emperor - The GREAT SCOURING Campaign Weekend www.tempusfugitives.co.uk
It is the end of the 31st Millennium. The Age of the Emperor prepared to get into the mindset of the army they have brought to battle
with.
lies in a darkness illuminated only by the flames of
burning worlds. Now is the time for the Orks to strike! If you and your opponent have a great game, the actual outcome of the
Crush da ‘umies! History records you as one of the battle becomes less important. Once more (with feeling), you are playing
commanders taking part in what the humans call "the with your opponent – not against them.
Great Scouring"; a campaign that chronicles the brutal
The team running the event is there to help describe the campaign story
gambit for the throne of the Imperium and when the
as it unfolds and they will work out what impact your games have upon it.
Orks stabbed them in the back and nicked their stuff! Most importantly they are there to ensure everybody has a great time.
Remember – it’s only toy soldiers!
IMPORTANT!
Games will be driven by the narrative of the campaign. This means that
THIS IS NOT A TOURNAMENT. YOU WILL GET MORE OUT OF THE during the course of the event various games may appear a bit one‐sided
WEEKEND IF YOU ENJOY THE EXPERIENCE RATHER THAN FOCUS ON when viewed from the usual gaming perspective.
THE OUTCOME OF YOUR GAMES. TRY AND PLAY WITH YOUR
OPPONENT RATHER THAN AGAINST THEM. In any war, commanders have to deal with unfair and unbalanced
situations, using cunning and skill to prevail against overwhelming odds,
The Tempus Fugitives have designed this campaign weekend to be (we hope) and the same may be true for you. However, whatever the scenario or
as enjoyable as possible. Once again (all together now) it is important to battlefield conditions, your game and your story will always count in the
remember that the campaign weekend is not a tournament. If you are big scheme of things; the Tempus Fugitives will always try to make sure
expecting anything other than to just have fun – turn back now! The games that you are not asked to play a game you simply can't win before any
you play are all connected to part of a greater event – the Great Scouring and dice are cast. There will always be critically important mission objectives
the galaxy changing battles that surround it. that you will need to strive to achieve.
Games Workshop has a really fantastic Throne of Skulls Grand Tournament Most importantly remember that, as this is a team event, even if you lose
programme and should you want to get involved in a true test of your skill your individual battle your taskforce or faction may still do well overall;
at Warhammer 40,000 please contact Direct Sales on 0115 91 40000 or see don't worry about 'winning', just think about having a good time.
the events page at www.uk.games‐workshop.com
It is our hope that we can repay some small part of the kindness that the
The Age of the Emperor: The Great Scouring campaign weekend presents gaming community has shown us over the years and organise a top
Games Workshop hobbyists with an opportunity to play in a different style notch event that everyone can enjoy.
than they may be used to. In short, Tempus Fugitives’ campaigns are all
about trying out new ideas and contributing to an adventure. In fact the story
is almost as important as the actual games themselves and players should be
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The Age of the Emperor - The GREAT SCOURING Campaign Weekend www.tempusfugitives.co.uk
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The Age of the Emperor - The GREAT SCOURING Campaign Weekend www.tempusfugitives.co.uk
The Tempus Fugitives Campaign Rules of Engagement No allies of any kind may be taken in an army
If you have any questions about rules, registration Except for the Heavy Assault force, each player will (including Kroot Mercenaries, Grey Knights etc).
details or the event then either e‐mail us at: require an army selected from a single army list ‐ Instead Armies may use the Faction Specific Units
tfevents@tempusfugitives.co.uk or write to us at: see the section entitled Permitted Armies. instead which are found in this document.
The Tempus Fugitives Any reference to ‘your army’ or ‘the entire army’
All models within your armies should conform to
24 Rowan Green East always refers to your specific forces and not those
"what you see is what you get" (WYSIWYG). In
Brentwood of any player allied to you or playing with you in a
other words, all equipment that can be
Essex doubles game. This avoids confusing issues such
appropriately shown should be clearly modelled on
CM13 2ED as multiple Chapter tactics or other such benefits.
each miniature.
From the moment of entry into the event the
decisions of all Tempus Fugitive event staff (who Units (but not formations) from the Apocalypse Any reference to ‘friendly’ units or models may be
will be clearly identified at the commencement of Expansion, Apocalypse Reload and Imperial applied to both your units as well as those of any
the event) in all issues of fair play and health and Armour: Apocalypse are permitted in this allied players you are battling alongside in a
safety are final. No discussion will be entered into campaign. Home‐made Apocalypse datafax are not doubles game.
once a decision is made. Players are asked to permitted.
participate in the Age of the Emperor Campaign Campaign Units
Weekends in a sporting and co‐operative manner. If a vehicle is described in more than one The whole point of playing in a ‘historical’
Players that fail to do so will be penalised in a publication (for example the Griffon), the codex setting is to allow you to re‐enact some of
simple Yellow and Red card system issued at the takes priority for its rules, if it is not found in your the fantastic battles you have read about in
Tempus Fugitive event team’s discretion. A Yellow codex, then use its Apocalypse datasheet rules, if it the books and novels. You must include at
Card offence which is repeated will result in a Red does not appear in a specific Apocalypse datasheet least one campaign unit in your army. An
Card being given which requires the player to be (not including formations) then use Imperial Ork army without Naffork Gud or Teefin
excluded from the event. Armour rules. Please contact the Tempus Fugitives Skum just isn’t quite as exciting! However,
if in doubt. as this is a wargame it is possible that you
5th Edition Rules of Engagement will either play alongside other players
The Warhammer 40,000 5th Edition rules will be With a few notable exceptions, you may not
with the same characters or may even pair
used for this campaign weekend, as will the latest include Special Characters or special units (such as
up with them for the doubles. Just assume
Frequently Asked Questions (FAQ) documents from Legion of the Damned) from any army Codex. Any
that either one of the duplicate characters
the Games Workshop website. These errata have named characters available to the armies
is just a similar character or pick another
been specifically updated for 5th Edition and are of participating in The Great Scourging will be
partner.
real importance for players taking part. indicated on the relevant army selection page.
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The Age of the Emperor - The GREAT SCOURING Campaign Weekend www.tempusfugitives.co.uk
Painting and the Best Army Award At The Great Scouring Campaign Weekend we will Army. We ask all participants to be honest if
The Age of the Emperor was a time of legends for give an award for the Best Army. This is given to the shortlisted.
the fledgling Imperium of Mankind. We would ask player who participates in the weekend with a force A number of armies will be shortlisted on the
all players to choose painting schemes that reflect that, in the opinion of both players and judges, is Saturday lunch break and then will be voted on by
the Warhammer 40,000 universe during this time the best in terms of painting and character. the players during the Sunday lunch break. The
and doing this will greatly increase everyone's winner will be announced at the end of the
To qualify as the Best Army particular attention will
enjoyment of the campaign. Campaign Weekend.
be paid to well themed armies which reflect the
time of The Great Scouring. Only armies which
All models MUST be painted and representative of
contain at least three campaign units and are in a
Awards Ceremony
the appropriate type of troop. You cannot use a
style which reflects the narrative setting can be The Age of the Emperor was a time of heroism and
model that does not meet these criteria. If you are the Awards Ceremony is an opportunity to give
considered for Best Army.
planning a conversion that you think may need recognition to those who have made great sacrifice
clarification please contact us before the event. Because we believe that due credit should go to on the altar of war. As soon as possible after the
You cannot represent units with models that are players that have painted their own armies, only conclusion of the final game we will begin the
smaller than the Citadel equivalent. For example, players who have painted their armies themselves awards ceremony and we strongly recommend all
an Epic scale space marine on a Warhammer may be eligible for the coveted award of Best players to stay for the ceremony to cheer (or
40,000 slottabase is not acceptable. commiserate with) those awarded!
Ere We Go, Ere We Go, Ere We Go! – Ork Diplomacy
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The Age of the Emperor - The GREAT SCOURING Campaign Weekend www.tempusfugitives.co.uk
Each player must have no more than 1000 points.
Recon forces fight the Capture and Control mission using the
Dawn of War deployment from the 5th Edition Warhammer
40,000 rulebook. If sides are tied on Objectives then Kill Points
are used to determine the victor. All Fast Attack units and all
non‐vehicle Troops units count as scoring unless stated
otherwise.
Recon forces must have at least 200 points of Troop choices. You
may spend remaining points from anywhere in the Codex
subject to the Invasion Force Organisation chart provided.
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The Age of the Emperor - The GREAT SCOURING Campaign Weekend www.tempusfugitives.co.uk
• A Strike Force must be no more than 2000 points.
• A Strike Force fights the Annihilation mission from the Warhammer
40,000 rulebook. Usually only Kill Points are used to determine the
victor.
• Strike Forces may include models or units from the Recon.
• Your Strike Force may NOT include units with Structure points,
Gargantuan Creatures or any Apocalypse Formations.
• Any Flyers use the rules for aircraft found in the Apocalypse expansion.
All hits against Flyers are glancing and Flyers can never count as
obscured. Flyers can never count as scoring units.
• Vehicles detailed only in Forge World's Imperial Armour publications may be
used. If a vehicle is described in more than one publication the most recent
version must be used.
• Units (including vehicles) carrying Rokkit Launchers, Big Shootas, or vehicle
mounted Defensive weapons may be upgraded to AA capability for +10 per
weapon. This does not apply to any weapon type that has a blast radius or a
template. These weapons (like all pintle mounted weapons) hit flyers using the
model’s BS rather than only on 6s.
• Strike Force Game 3 is a doubles game played on a 12x4 table. Game 4 is a
singles game played on a standard 6x4 table.
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The Age of the Emperor - The GREAT SCOURING Campaign Weekend www.tempusfugitives.co.uk
• A Heavy Assault Force usually (but not always) fights the Seize Ground mission from page 91 of the 5th Edition Warhammer 40,000 rulebook and deploys
using the Pitched Battle rules. Remember: Taskforce Commanders may decide one or more of their players will undertake a special mission to achieve their
objectives so make sure your army works in more than one type of mission. Unless in a special mission, members of the Task Force must play the same
mission and they must inform their opponents before the game begins.
• Any Flyers use the rules for aircraft found in the Apocalypse expansion. Each unit taken counts as a Fast Attack Choice unless otherwise specified. All hits
against Flyers are glancing and Flyers can never count as obscured.
• Vehicles detailed only in Forge World's Imperial Armour publications may be used. If a vehicle is described in more than one publication the most recent version must be
used.
• Units (including vehicles) carrying Rokkit Launchers, Big Shootas, or vehicle mounted Defensive weapons may be upgraded to AA capability for +10 per weapon. This does
not apply to any weapon type that has a blast radius or template. These weapons (like all pintle mounted weapons) hit flyers using the model’s BS rather than only on 6s.
• Heavy Assault games are played on a standard 6x4 table.
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The Age of the Emperor - The GREAT SCOURING Campaign Weekend www.tempusfugitives.co.uk
Catenanda
One of Guilliman’s first objectives once Terra was secure was pushing out and retaking worlds such as Catenanda. An arid world ravaged by the Heresy, it was
crucially located near the resource rich Carcharodon Stars ‐ vital for sustaining the rebuilding of the Imperium. Many of the traitor legions had fallen back to
Catenanda to resupply and Dorn anticipated it would take significant might to shift them. The Iron Hands were first to commit themselves to the conflict along
with the Titan Legions and the Martian Mechanicum. Once fighting intensified Guilliman brought his own Legion to the system.
Chemos
The homeworld of the Emperor's Children. It is a bleak, unforgiving world, warmed by two small stars and surrounded by a nebula dust cloud. This
puts the planet in a perpetual grey twilight. The fortress monastery of the Emperor's Children is located at the centre of Callax, one of the major
cities on Chemos. It is to here that the Emperor’s Children have returned carrying their prize.
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The Age of the Emperor - The GREAT SCOURING Campaign Weekend www.tempusfugitives.co.uk
Errsia
The World Eaters clashed with the Salamanders on this foreboding deathworld only to find that beneath the turbulent land a far greater terror slept…
Gilden’s Star
The Blood Angels spread their wings in the aftermath of the Heresy and fought in Sanguinius’ name in the worlds orbiting Gilden’s Star. A Battlegroup loyal to
the Word Bearers had attempted to open a portal to the warp months earlier. However this initial attempt was foiled by the arrival of the Eldar and their kin.
What business this world has with the enigmatic aliens is beyond the ken of either Lorgar’s forces or the Blood Angels, but now a vicious three way conflict has
erupted and the once peaceful Gilden’s Star will never be the same place again.
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The Age of the Emperor - The GREAT SCOURING Campaign Weekend www.tempusfugitives.co.uk
There are several units which may be taken by the Orks during the Age of the Emperor: The Great Scouring. They are detailed on the following pages and
are considered fully usable for this campaign weekend. However, they are not to be considered official in any way outside of the Age of the Emperor: The
Great Scouring Campaign Weekend. Where a unit is restricted to one army, it is clearly indicated in the unit entry.
CHORK NAGHRIZ – DA WALKA, GOFF WARLORD
HQ UNIT ORKS ONLY 350 POINTS
SKUMSOG SNIKTEEF – BLOOD AXE WARLORD HQ UNIT
ORKS ONLY 150 POINTS
WS BS S T W I A LD Sv
Special Rules Blood Axe Warlord: Renowned for their kunnin and sneakiness, Blood
Skumsog Snikteef 6 2 5 5 3 4 4 9 4+
• Independent Character Axe armies may take a single Kommando mob as a Troops choice. A
• Infiltrate Blood Axe Warlord may re‐roll any of their reserve rolls. A Warlord
Unit Composition Wargear
• Mob Rule does not share command. You cannot include more than one Warlord
• 1 (Unique) • Evy Armour
• Furious Charge in your army.
• Tank Hamma
• Waaagh!
Unit Type • Slugga
• 5+ Invulnerable save
• Infantry • Cybork Body
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The Age of the Emperor - The GREAT SCOURING Campaign Weekend www.tempusfugitives.co.uk
WOTZUL GARMAGG – SNAKE BITE WARLORD HQ UNIT ORKS ONLY 150 POINTS
WS BS S T W I A LD Sv
Special Rules Snakebite Warlord: Snakebite armies have bred particularly savage
Wotzul Garmagg 6 2 5 5(6) 4 4 4 9 4+
• Independent Character Grotz and Squigs. Gretchin Mobs and models with Attack Squigs may
• Mob Rule re‐roll hits on the first turn of combat in an army led by a Snake Bite
Unit Composition Wargear
• Furious Charge Warlord. A Warlord does not share command. You cannot include
• 1 (Unique) • Power klaw
• Waaagh! more than one Warlord in your army.
• Slugga
• 5+ Invulnerable save
Unit Type • Attack Squig
• Beast • Cyboar
• Cybork Body
VOLTUN WYRDGIT – BAD MOON ODDBOSS HQ UNIT ORKS ONLY 150 POINTS
WS BS S T W I A LD Sv
Special Rules Bad Moon Oddboss: Bad Moon armies have their fair share of
Voltun Wyrdgit 5 2 5 5 4 4 4 9 4+
• Independent Character eccentricities. An army led by Wyrdgit may include Madboyz as Troops
• Mob Rule choices and may take Weirdboys as HQ and Elites choices. A Warlord
Unit Composition Wargear
• Furious Charge would never share command with such an unstable character. You
• 1 (Unique) • Power Weapon
• Waaagh! may not include a Warlord in your army.
• Slugga
• 5+ Invulnerable save
Unit Type • Mad as a Box of Hats Mad as a Box of Hats: Voltun Wyrdgit may roll twice on the Madboy
• Infantry • Cybork Body chart each turn. If you roll the same ability twice it counts as rolling a 6
instead. The abilities apply only to Wyrdgit.
NAFFORK GUD – EVIL SUNZ WARLORD HQ UNIT ORKS ONLY 150 POINTS
WS BS S T W I A LD Sv
Special Rules Evil Sunz Warlord: The Evil Sunz makes use of lots of vehicles and as
Naffork Gud 6 2 5 5(6) 4 4 4 9 4+
• Independent Character such a good Warlord keeps a Big Mek or two on hand to keep his
• Mob Rule wagonz in the best condition. An army led by an Evil Sunz Warlord
Unit Composition Wargear
• Furious Charge may always pay for a Big Mek in the army who does not take up an HQ
• 1 (Unique) • Twin‐linked zzap gun
• Waaagh! slot. All Evil Sunz vehicles may have Red Paint Job for free (must be
• Deffcopta represented on the models though, of course). A Warlord does not
• 5+ Invulnerable save
Unit Type • Cybork Body share command. You cannot include more than one Warlord in your
• Jetbike • Buzzsaw army.
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The Age of the Emperor - The GREAT SCOURING Campaign Weekend www.tempusfugitives.co.uk
TEEFIN SKUM – DEATH SKULL WARLORD HQ UNIT ORKS ONLY 150 POINTS
WS BS S T W I A LD Sv
Special Rules Death Skull Warlord: Renowned for their lootin
Teefin Skum 6 2 5 5 3 4 4 9 4+
• Independent Character and shootin, Death Skull armies may take a single
• Bomb ‘em – Provided Teefin Skum does not move Lootaz mob as a Troops choice. A Death Skull
Unit Composition Wargear Warlord tends to be luckier than his peers and so
he may call on his boyz to fire an unlimited range
• 1 (Unique) • Evy Armour he may force any successful armour saves taken
Killkannon shot at the enemy.
• Twin‐Linked Deffgun
• Mob Rule against his Deffgun or Slugga shooting to be re‐
Unit Type • Slugga
• Furious Charge rolled. A Warlord does not share command. You
• Infantry • Cybork Body cannot include more than one Warlord in your
• Waaagh!
• Da Kompensata (Rending close combat weapon) army.
• 5+ Invulnerable save
BIGNUTZ SHOKKSTIKK – MEK BOSS HQ UNIT ORKS ONLY 150 POINTS
WS BS S T W I A LD Sv
Special Rules Mek Boss: A Mek Boss is found at the heart of a
Bignutz Shokkstikk 5 2 4 5 3 4 4 9 4+
• Independent Character bizarre force of the orky‐know‐wots. Armies led by
Unit Composition Wargear • Zzap Em Good – all Zzap guns may re‐roll misses. a Mek Boss (and not including any Warbosses, or
• 1 (Unique) • Evy Armour • Mob Rule Warlords) may include maximum sized mobs of
• Kustom Force Field • Furious Charge Killa Kanz as a Troops choice. Furthermore all Deff
Unit Type • Kustom Mega Blasta • Waaagh! Dreads and all mobs of Killa Kanz that still contains
• Infantry • Cybork Body • Counts as a Big Mek more than one Kan at the end of the battle counts
• Choppa as scoring units.
• Mek’s Tools
KULTIST OF MORK REPLACES KOMMANDO NOB
ORKS ONLY 85 POINTS
WS BS S T W I A LD Sv
Special Rules The shadowy Kult of Mork has trained many of the
Kultist of Mork 5 2 5 4 2 3 4 8 6+
• Mob Rule galaxies most kunnin and dangerous Ork assassins.
• Furious Charge Armed with the rippy looking blades known as the
Unit Composition Wargear
• Waaagh! Teeth of Mork, these blackened blades are as long
• Any Kommando Mob may replace its • Mork’s Teeth
• Infiltrate as a man’s arm. Consecrated in the blood of their
Nob with a Kultist of Mork • Stikk Bombs enemies and dedicated to Mork these warrior
• Move Through Cover
monks are rightly feared by their enemies.
Unit Type • Ambush (C:O pg 62)
• Infantry • Killa Reputation (C:O pg 62)
• Master of Teras Morkai (5+ Cover Save)
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The Age of the Emperor - The GREAT SCOURING Campaign Weekend www.tempusfugitives.co.uk
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The Age of the Emperor - The GREAT SCOURING Campaign Weekend www.tempusfugitives.co.uk
Orks sometimes encounter communities of Ogryns that have escaped the Great Crusade. Naturally a
Warboss is only too keen to recruit them into his warband. For their part the Ogryns find the Ork’s
WS BS S T W I A LD Sv company amusing and delight in the same destruction and noise as the Orks. As such they begin to
Ogryn 4 3 5 5 3 2 3 6 5+ consider themselves part of the warband and become driven by the same primal urges that propel the Ork
Waagh.
Squad Composition Options Special Rules
• 3 Ogryns • The Mob may be joined by up to 12 additional • Count as two models for transport purposes.
Ogryns at +25 points each. • Furious Charge
Unit Type • Mob Rule
• Infantry Transport
Mobs of 6 or fewer models may take a Trukk as a
Wargear dedicated transport for +35 points.
• Dakkagun
• Stikk Bombz
TINBOYZ MOB HEAVY SUPPORT UNIT ORKS ONLY 120 POINTS
An Ork Big Mek really relishes the chance to get his hands on a captured Imperial robot. This is because
Imperial robots are crammed with all kinds of complex gubbins which the Big Mek can use for any number
WS BS S T W I A LD Sv of other projects. In fact it is of constant amazement to Mekboyz that humans waste so many interesting
Tinboyz 3 2 5 5 3 2 2 5 3+ bits on just one robot. Once properly modified, or even built from scratch, an Ork robot is known as a
Tinboy. It is traditional to make the Tinboy look like an exaggerated and awkward version of Space
Marines, Eldar or some other enemy.
Squad Composition Options Special Rules
• 3 Tinboyz • The Mob may be joined by up to 7 additional Tinboyz at +40 points • Count as two models for transport purposes.
each. • Fearless
Unit Type • Slow and Purposeful
• Infantry • Any Tinboy may replace its big shoota with one of the following
weapons: a skorcha at +5 points or a deffgun or rokkit launcha for
Wargear +10 points.
• Big Shoota
• Big Choppa • Any Tinboy may replace its huge choppa with a power klaw at +15
points.
Transport
Mobs of 6 or fewer models may take a Trukk as a dedicated transport
for +35 points.
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The Age of the Emperor - The GREAT SCOURING Campaign Weekend www.tempusfugitives.co.uk
BUBBLE CHUKKA HEAVY SUPPORT UNIT ORKS ONLY 80 POINTS
A unit caught in the bubble is helpless and may do nothing. Utilising Mekboy force field tek‐no‐
WS BS S T W I A LD Sv
Being caught in the bubble blocks all exit points and embarked wots the Bubble Chukka creates a
Mekboy 4 2 3 4 1 1 2 7 6+
passengers may not disembark. The bubble may not be force field around its target and lets
Grotz 2 3 2 2 1 2 1 5 ‐
attacked by allies outside of the bubble for fear of hitting the them float away. Eccentric Big‐Meks
unit inside. In each player’s movement phase the bubble (is there any other kind?)usually try
Unit Composition Wargear bounces (with the unit inside counting as moving) 2d6 inches in and perfect one of these contraptions
1 Bubble Chukka • Mekboy is armed with a slugga and choppa. a random direction. On a roll of a double for the random at least once in their lives. The
1 Mekboy • Grotz are armed with blastas. movement the bubble pops automatically. Should the bubble number of Big Meks trapped in
3 Grotz pop the unit is may act normally on its next turn. bubbles encountered by the Imperial
Bubble Chukka: To fire the weapon, choose an enemy vehicle or Expedition Fleets in deep space is a
Unit Type squadron (but not a flier or super heavy vehicle). Roll 3d6, Anything in the bubble’s path is simply squashed or batted out testament to how dangerous such a
• Artillery provided the total score is equal to or greater than the target’s of the way. Treat it as a tank shock. Vehicles and terrain are quest for perfection can be…
front armour and it is within 36” range it is caught in a force field unaffected and instead cause the bubble to automatically pop
and immediately rises up, floating a few feet above the (releasing the captured unit as above). If the bubble floats off
battlefield. If they are out of range the shot misses. While in the the table the unit inside is considered destroyed. The Chukka
bubble the unit is invulnerable to all attacks. can fire once every turn and may have multiple bubbles in play.
LIFTA DROPPA HEAVY SUPPORT UNIT ORKS ONLY 80 POINTS
WS BS S T W I A LD Sv
Provided the Lifta Droppa has hit, roll a scatter dice. If a hit is Utilising extremely powerful gravity
Mekboy 4 2 3 4 1 1 2 7 6+
rolled the vehicle is dropped on the spot and takes an automatic waves, the Lifta Droppa is a marvel of
Grotz 2 3 2 2 1 2 1 5 ‐
penetrating hit. If an arrow is rolled then the Lifta Droppa may Orky‐know‐wots. Usually mounted on
move the vehicle up to 12” in the direction indicated before Mekboy Stompas and other
Unit Composition Wargear dropping it. If the vehicle is dropped on another vehicle then warmachines, a few of them have
1 Lifta Droppa • Mekboy is armed with a slugga and choppa. both suffer a penetrating hit and the dropped vehicle comes to found their way into field artillery used
1 Mekboy • Grotz are armed with blastas. rest facing in the direction indicated and to the side of the by the more tooth‐conscious Warboss.
3 Grotz vehicle which it was dropped on. If the vehicle is dropped on a Able to lift enemy vehicles many feet
Lifta Droppa: To fire the weapon, choose an enemy vehicle or non‐vehicle unit, the unit takes 2d6 wounds (saves permitted) into the air and drop them on their
Unit Type squadron (but not a flier or super heavy vehicle). Roll 3d6, and the dropped vehicle suffers a glancing hit. Move the non‐ allies, the Lifta Droppa is a guaranteed
• Artillery provided the total score is equal to or greater than the target’s vehicle unit exactly as though it had been tank shocked. If the crowd pleaser.
front armour and it is within 36” range it is lifted into the air. If the vehicle is dropped into impassable terrain it is destroyed. The
vehicle is out of range or the roll is less than the vehicle’s front vehicle may not be dropped off the table edge.
armour value then the shot has missed. If the dice rolled are a
triple the Lifta Droppa inverts the tractor beam and throws itself
the distance rolled in a random direction described below.
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PULSA ROKKIT LAUNCHA HEAVY SUPPORT UNIT ORKS ONLY 80 POINTS
Stormboy Rokkit Pack She’s Gonna Blow!
WS BS S I A FRONT SIDE REAR Each turn, instead of moving normally, the Stormboy Anything involving several hundred tonnes of Stompa
Stormboy Stompa 4 2 10 1 4 13 13 10 Stompa may press the big red button and activate its flying through the air is bound to go wrong eventually.
Rokkit Pack. This allows the Stompa to travel up to You know this, I know this – the Stompa’s krew know
Unit Composition Fire Points: The Stompa has 3 fire points in the hull. 36” in the movement phase ignoring all terrain and this. After completing a Rokkit Pack move roll a 2D6.
• 1 Stormboy Stompa models as it does so. It may not land on friendly units On a roll of a double, remove one of the dice and
Wargear or impassable terrain. If it lands on difficult or consult the chart below to see what happens.
Vehicle Type One arm is a Titan Close Combat Weapon dangerous terrain remove the feature (it counts as
• Super‐heavy Walker One arm carries a Killkannon and two big shootas destroyed) and roll a D6 and consult the ‘She’s 1 or 2 The Stompa is destroyed, immediately resolve
Three Super‐Rokkits Gonna Blow’ Chart opposite. If there are enemy units an Apocalyptic Explosion centred on the Stompa.
Structure Points: 4 One Skorcha Turret in the terrain or if the Stompa lands on an enemy
The rear of the stompa is a big shoota with 180 arc o unit, resolve as a Tank Shock (or a ram if they are a 3 or 4 The Stompa manages to launch its Rokkit Pack
Transport Capacity: 30 vehicle). Any models that cannot move out of the off before it explodes, resolve an Apocalyptic Explosion
Effigy: A Stompa is an inspiring orky sight. All Ork way voluntarily are moved by the Ork player 1” away d6x10” away in a random direction.
Access Points: The Mobs within 12” are Fearless from the landed Stompa.
Stompa has a rear hatch. 5 or 6 The Stompa manages to launch its Rokkit Pack at
If the Stormboy Stompa is destroyed, it always the enemy, resolve an Apocalyptic Explosion at an
explodes with an Apocalyptic Explosion enemy unit within d6x10” range.
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The Age of the Emperor - The GREAT SCOURING Campaign Weekend www.tempusfugitives.co.uk
TRAKTOR KANNON HEAVY SUPPORT UNIT ORKS ONLY 80 POINTS
WS BS S T W I A LD Sv
A vehicle affected by the Kannon beam is dragged 4d6 Nothing says Orky power than when your
Mekboy 4 2 3 4 1 1 2 7 6+
inches towards the Traktor Kannon. Each vehicle (friend or Traktor Kannon grabs hold of an enemy
Grotz 2 3 2 2 1 2 1 5 ‐
foe) struck by the vehicle being dragged suffers an tank and yanks it across the battlefield.
automatic glancing hit. Enemy units in its path suffer tank Even better when the tank is smashed
Unit Composition Wargear shock (even if the vehicle being dragged is not a tank). Once into another tank or dragged through a
1 Tractor Kannon • Mekboy is armed with a slugga and choppa. the Traktor Kannon has finished dragging the enemy vehicle really thin gap between two rocks… well
1 Mekboy • Grotz are armed with blastas. resolve a single glancing hit on the enemy tank +1 to the you get the idea!
3 Grotz result for each terrain feature or vehicle struck. Should the
Traktor Kannon: To fire the weapon, choose an enemy vehicle vehicle being dragged strike impassable terrain it travels no
Unit Type (but not a flier or super heavy vehicle). Roll 3d6, provided the further and instead suffers a penetrating hit as though hit by
• Artillery total score is equal to or greater than the target’s front armour and AP1 weapon.
and it is within 36” range it is caught in a force field and is
immediately dragged towards the kannon. If they are out of
range the shot misses.
WEIRDBOY BATTLEWAGON HEAVY SUPPORT UNIT ORKS ONLY 150 POINTS
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The Age of the Emperor - The GREAT SCOURING Campaign Weekend www.tempusfugitives.co.uk
WEIRDBOY STOMPA
HEAVY SUPPORT UNIT ORKS ONLY 500 POINTS
WS BS S I A FRONT SIDE REAR Weirdboy Tower 4 Invincible! The Stompa is covered in a shimmering
Weirdboy Stompa 4 2 10 1 4 13 13 12 Even in his tower surrounded by cables to drain off barrier. Count as equipped with a Kustom Force Field
the more dangerous psychic discharges, a Weirdboy until the beginning of the next Ork turn.
Unit Composition Fire Points: The Stompa has four fire points in the cannot control his powers. At the beginning of each
• 1 Weirdboy Stompa hull. turn roll a D6 and consult the chart below to see 5 Bampf! The Stompa vanishes in a puff of green
what power the Weirdboy has automatically cast. smoke. Immediately place it anywhere on the board
Vehicle Type Wargear Because of the design of the tower, a Weirdboy using the rules for Deep Strike. If this movement would
• Super‐heavy Walker Instead of a head, the Stompa has a Weirdboy Tower automatically passes his psychic test. take it into impassable terrain or within 1” of an enemy
One arm is a Titan Close Combat Weapon model reduce the scatter distance by the minimum
Structure Points: 4 One arm carries a Killkannon and two big shootas 1 Stompa‐Poppa! Energies fly out of the tower and necessary to avoid it/them. The Stompa and any units
Three Super‐Rokkits tear through the stompa. The Stompa takes an carried aboard may assault on the turn it Deep Strikes.
Transport Capacity: 30 One Skorcha Turret automatic destroyer hit.
o
The rear of the stompa is a big shoota with 180 arc 6 Waaagh! The Stompa shudders with the
Access Points: The 2‐3 Zzap! A massive blast like a thunderbolt lashes Weirdboy’s war cry. Resolve as a Waagah! (C:0 pg 37).
Stompa has a rear hatch. Effigy: The Weirdboy Stompa is an inspiring sight. All out. Resolve as a Zzap (C:0 pg 37).
Ork Mobs within 12” are Fearless
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